Under Night In-Birth/UNI2/Chaos
Under Construction
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Story
Chaos is a member of Amnesia who prefers fighting with brains rather than brawn.
He once conspired with Kuon the Aeon in the shadows in exchange for secret information regarding the Night.
This conspiracy ended when Kuon suddenly cut ties with him, and Chaos knew exactly why: The Aeon had all the pieces in place to enact his plan.
Kuon's actions could only mean one thing: A pit has opened in the Night, heralding the end of the world.
Unable to sit back and watch the world be destroyed, Chaos decides to confront Kuon and learn the truth from his flesh.
“ |
It really is a pity... |
” |
Gameplay
Chaos fills the role of the games puppet character, using his special commands to give orders to his giant pet lizard, Azhi Dahaka. Azhi is what truly defines Chaos, giving him great versatility of playstyle, with access to disjointed zoning thanks to his ability to park himself right next to the opponent and harass them from full screen, as well as safe pressure thanks to Chaos being able to cancel his normals from Azhi specials. He can also be very hard for the opponent to touch, thanks to his 6C, which pulls triple duty as an anti-air, a projectile reflector, and a combo starter, in addition to his Force Function, which allows him to weave out of aerial approaches and combo the opponent into the corner. He has very strong neutral.
Strengths | Weaknesses |
---|---|
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10400 | |||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
800 | -800 | 4 | |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
5 | 2200 | 200 | 3000 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 27 | -39556 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 100 | ||
Unique Trait |
| ||
Vorpal Trait |
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Frame Data Help | |
---|---|
Header | Tooltip |
Damage | Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage |
Guard | The way this move must be blocked. High = Can block standing Low = Can block crouching Mid = Can block standing or crouching Air = Can block in the air Air Shield = Can block in the air while shielding Unblockable = Cannot be blocked |
Cancel | Actions this move can be canceled into on hit or block, unless specially noted. N = Normal Cancelable SE = Self Cancelable SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable J = Jump Cancelable (Hit cancelable only by default) (X) = Hit cancelable only -X- = Can additionally be cancelled during whiff |
Property | Special properties this move has. Click on the property to navigate to an explanation. |
Cost | The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break |
Attribute | Attributes of the attack. Mostly used in situations involving invul. There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute. --- Strike = Strike (Anything that isn't a Throw is a Strike) Throw = Throw --- Head = Head (Most jump normals) Foot = Foot Dive = Some air specials Projectile = Projectile |
Startup | Frame when the first hitbox is present. + denotes the frames before and after super flash. |
Active | The amount of frames that this move will have a hitbox. (x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish. |
Recovery | Frames that this move has after the active frames if not canceled. |
Overall | Frames that this move takes from start to finish before the character returns to neutral. |
Advantage | The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked). If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move. ±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better). |
Invul | The frames where this move cannot be hit by an attribute. Full = Fully invincible Strike = Strike invincible Throw = Throw invincible Head = Head invincible Foot = Foot invincible Dive = Dive invincible Projectile = Projectile invincible |
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
- Chaos does a quick swipe with his hand.
- Hits crouchers and has decent range. Can be used to stuff close range assaults on reaction and as a button to mash out of pressure.
- Use for stagger pressure and tick throws
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | Mid | N, SP, EX, CS, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 | 19 | 28 | -5 | - |
One of Chaos best pokes and hit confirms.
- Has the most range of normal Chaos attacks, second only to 2C and 6C, but this is a much safer option to throw around.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 2 | 21 | 34 | -7 | 10~11 Foot |
On hit it launches the opponent.
- Could be used as a grounded anti-air, but it's too slow to use reliably.
- This mostly sees use in as combo and blockstring, which is a pretty good move at that.
- Chaos is considered airborne from frames 1~11 which beats out ground throws.
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | Mid | N, SP, EX, CS, -UNQ- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 | 3 | 22 | 34 | -7 | - |
- One of Chaos' attacks with the longest blockstun next to 5BB, second only to 5CC, making it great for stagger pressure and to cancel into 22A.
- Terribly unsafe If whiffed, so not recommended as a footsie tool. Use 5B/2B for that.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
427 | Mid | (N), SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 5 | 26 | 36 | -13 | - |
- Although, in a vacuum, it would be the best attack for stagger pressure, due to having the most blockstun of all Chaos' attacks, the fact that it cannot rebeat on block makes its follow-ups a lot more predictable.
- This is primarily a combo tool, and a very good one at that.
- Launches the opponent on hit.
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 12 | 19 | -2 | - |
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | Low | N, SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 16 | 27 | -3 | - |
- One of Chaos' best low pokes. Has slightly less range than 5B, but it can be used if you effectively conditioned your opponents with good Assaults.
- Low Profile and pushes Chaos' hurtbox back makes this a solid option for beating out mid pokes.
2C
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | N, SP, EX, CS | - | - | Head, Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 | X [2 on landing] |
- | - | - |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | High, Air Shield | N, SP, EX, CS | - | - | Head, Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | X [3 on landing] |
- | - | - |
- Chaos best Air-to-Air and cross-up tool.
- Can be used after an assault for a surpisingly fast and far-reaching Overhead. If you get a CH from this, It nets a full combo. Don't understimate this move.
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | High, Air Shield | N, SP, EX, CS | - | - | Head, Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 2 | X [4 on landing] |
- | - | - |
- Attacks directly on front of Chaos, but has a very far reaching upwards hitbox, and can be used as a rising Air-to-Air for that reason.
- As a jump-in option, it loses to other Chaos' option in almost every category. You will use this for combos more than anything.
6C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640 | Mid, Air | N, SP, -EX-, -CS- | Launch, Wall Bounce | - | Projectile, Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 14 | 29 | 58 | -4~-15 | - |
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | High, Air Shield | N, SP, EX, CS | - | - | Head, Air Shield |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | X [4 on landing] |
- | - | - |
66B
66C
Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
892 | Mid | N, SP, EX, CS | Projectile | 1 GRD | Projectile |
Startup | Active | Recovery | Overall | Advantage | Invul |
19 | - | - | 47 | +2 | - |
No results
Chaos's command roll. A pretty important tool in his arsenal, as it helps him play evasive runaway, closes distance on opponents trying to zone with projectiles, and lets him perform cross-ups during pressure. As of [clr] it no longer has throw invulnerability, so wary opponents can punish you for using this without either distance or blockstun.Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1570 | Unblockable | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 1 | 22 | - | +22(hit) | - |
- One of the best throws in the game when taking all of Chaos' moveset into consideration.
- Chaos thrives on stagger pressure and dual offensive with Ahzi, making him a very scary tick thrower against passive opponents.
- Not only that, but Chaos can cancel into 22A from a lot of his blockstrings, then back throw and get probably the biggest reward of a single normal throw in the game.
- But, due to Chaos' limited mix-up aside from Assaults, experienced opponents can easily Throw OS you. This move requires heavy conditioning but in exchange has immense reward if used properly.
Guard Thrust
No results
Template:AttackDataCargo-UNI2/Guard Thurst DescriptionVeil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
No results Universal reversal that blows the opponent back on hit.
- Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
- Meter drains much slower when health is below 30% (orange health).
- If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 1~19 Full |
Cancels an action and launches the opponent high into the air on hit.
- CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
- Including in the air.
- Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
- Has a lot of hitstun, making it easy to combo from.
- Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
- Pressing A+B+C can be used for a shortcut for Infinite Worth.
- Used mostly as a way to tack on extra damage, or to reliably close out the round.
Special Moves
- Frame Data Note: Anytime Chaos is in the air while a special is executed, the startup is 3 frames longer. During specials, Chaos's animation lasts for 51 frames while standing, and has 12 frames of landing recovery while in the air, regardless of if the move whiffed, hit, was blocked, or was shielded.
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
Normal: 650 Prepare: 250*2, 650 |
Mid | N, SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Azhi Grounded: 15 Azhi Airborne: Till L Prepare: 17 |
Normal: 5 Prepare: 4, 3(14)5 |
32 | 51 | Normal: -8 Prepare: +26 |
Normal:Projectile 1~?? Prepare: Strike 1~4 |
The claw swipe. The A version is a good all purpose spacing tool for Chaos, and has some projectile invincibility on Azhi to boot for anti-zoning purposes. Passing Link into an A normal leaves you +9 and helps you move in at midrange. The Prepare version starts with the EX version's second hit, which gives the stupid high frame advantage and hits of 236C without the meter burn.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710 | Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Azhi Grounded: 14 Azhi Airborne: 9 Prepare: 17 |
Azhi Grounded: 8 Azhi Airborne: 4 Prepare: 4, 3(14)8 |
30 | - | Normal: -9 Prepare: +25 |
- |
Anti-air swipe. Covers a lot of space and can catch careless opponents, but at higher altitudes it doesn't convert to anything too meaningful without a counter-hit. Has the same extra claw smash as the A version from Stance, so it can act as a backup offensive option if 236A is unnavailable.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
Normal: 820 Prepare: 250*2, 820 |
Mid | N, SP, EX, CS | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 20 Prepare: 17 |
Normal: 10 Prepare: 4, 3(19)10 |
30 | - | Normal: -3 Prepare: +31 |
- |
Charged anti-air swipe. If done close enough, Azhi will side swap the opponent, and can follow-up with a 623B to send them towards Chaos so he can pick them up for a combo. Very good conversion tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
Normal: 333*2, 444, 666 Prepare: 250*2, 333*2, 444, 666 |
Mid | N, CS | Knockdown | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 1+8 Prepare:1+16 |
Azhi Ground: 5(25)4, 3 Azhi Air: Till L, 5(25)4, 3 Prepare: 4, 3(14)5(25)4, 3 |
28 | - | Normal: +38 Prepare: +74 |
Normal: 1~15 All Prepare: 1~44 All |
214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550 | Mid, Air | N, SP, EX, -CS- | Projectile | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 19 Prepare: 17 |
- | 16 on landing | Normal: 59 Prepare: 58 |
Varies | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620*2 | Mid, Air | N, SP, EX, -CS- | Projectile | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 33 Prepare: 31 |
- | 16 on landing | Normal: 77 Prepare: 75 |
Varies | - |
Azhi spits out one or two fireballs, depending on if the button was held. Normal A version is mostly combo filler, but the held version is a very good meaty tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
550 | Mid, Air | N, SP, EX, -CS- | Projectile | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 19 Prepare: 17 |
- | 16 on landing | Normal: 61 Prepare: 59 |
Varies | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620*2 | Mid, Air | N, SP, EX, -CS- | Projectile | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 33 Prepare: 31 |
- | 16 on landing | Normal: 81 Prepare:79 |
Varies | - |
The normal B version is often used in blockstrings to give frame advantage and maintain offense, as opponents caught mashing will get hit by the fireball will hand you a free combo into a knockdown. The held version is a solid if slow projectile zoning tool.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700*3 | Mid, Air | N, -CS- | Projectile | - | Knockdown |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 1+18 Prepare: 1+16 |
- | 16 on landing | 96 | Varies | - |
623X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
670 | Mid | N, SP, EX, -CS- | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 23 Air: 14 Prepare: 20 |
5 | Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing |
- | Normal: +6 Prepare: +3 |
Normal: 1~28 all Air: 1~19 all Prepare: 1~25 all |
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Azhi does a short hop and a tail whip. Azhi is completely invincible until after his actives, so it can beat out opponents trying to poke Azhi. On counterhit it gives a nice long hard knockdown, which allows a followup with 22A or 2C.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | N, SP, EX, -CS- | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 27 Air: 18 Prepare: 24 |
5 | Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing |
- | Normal: +10 Prepare: +7 |
Normal: 1~32 all Air: 1~23 all Prepare: 1~29 all |
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Mostly a combo extender, especially after a 214X or an extender for Azhi corner wall bounce combos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
540*2 | Mid | N, SP, EX, -CS- | Wall Bounce | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 36 Air: 25 Prepare: 33 |
4(11)5 | Normal: 18 on landing Air: 21 on landing Prepare: 20 on landing |
- | Normal: +38 Prepare: +35 |
Normal: 1~40 all Air: 1~29 all Prepare: 1~29 all |
- Normal version has Azhi vulnerable for an additional 20 frames after he can move again.
Gives a hard knockdown. Adds extra damage at the cost of using up a bounce if you don't intercept with Chaos.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720*2 | Mid | N, -CS- | Wall Bounce | 100EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 1+13 Air: 1+9 Prepare: 1+11 |
5(12)5 | Normal: 20 on landing Air: 18 on landing Prepare: 17 on landing |
- | Normal: +17 Prepare: +15 |
Normal: 1~34 All Air: 1~30 All Prepare: 1~32 All |
22X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1139 | Mid, Air | N, SP, EX, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 37 ~ 96 Prepare: 31 |
2 | Chaos: 44 Azhi: 95 |
- | Normal: +25 Prepare: +21 |
- |
The bite. The normal A version causes Azhi to dissapear under the ground and pop back up after either a set time or when he detects the opponent, and is mostly seen in quick frametraps and combos, and is often Chaos's best damage starter. The stance version has Azhi teleport right in front of Chaos, no matter where he is on-screen.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1139 | Mid, Air | N, SP, EX, -CS- | Launch | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
Normal: 64 ~ 123 Prepare: |
2 | Chaos: 44 Azhi: 95 |
- | Normal: +25 Prepare: +21 |
- |
The normal B version moves forward a little bit before Azhi pops back up, and is used more often as a setup for mixups. The stance version teleports Azhi a set distance in front of Chaos.
Both versions instantly teleport Azhi to the other side of the opponent that he's on. Useful for some conversions and for getting Azhi to an optimal position immediately.22D
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 31F Total | - | - | - |
[X]
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
22]X[
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 | - | 595F Total | - | - | - |
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3042 | Mid, Air | - | Knockdown | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+12 | 2 | 55 | 69 | -39 | Strike 1~14 Throw 1~22 |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
3+14 | 2 | 51 | 69 | -25 | 1~? Full |
Chaos becomes surrounded by a pillar of light which goes into a cinematic on hit.
- Must have less than 30% health (orange health) to use.
- After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
- Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C | 5A/2A | -2 |
5B/5BB/2B | 5A/2A | -4 |
236A/236B/236[B] | 5A/2A | +9 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A | 2C | 1f |
X | X | X |
X | X | X |